Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/vpdpersonal/aspid.fasttools/unity-pipelinenpx skills add VPDPersonal/Aspid.FastTools --skill unity-pipelinegit clone --depth 1 https://github.com/VPDPersonal/Aspid.FastToolsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/vpdpersonal/aspid.fasttools/unity-pipeline)<a href="https://agentmods.dev/skills/vpdpersonal/aspid.fasttools/unity-pipeline"><img src="https://agentmods.dev/badge/skills/vpdpersonal/aspid.fasttools/unity-pipeline.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00093 | $0.01634 |
| Opus 5 | $0.00046 | $0.00817 |
| Sonnet 5 | $0.00019 | $0.00327 |
| Haiku 4.5 | $0.00009 | $0.00163 |
Grade A, and why
unity-pipeline scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 142 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Pipeline (live Editor control)
Stack: unity CLI (~/.unity/bin/unity, normally already on PATH) plus the UPM package
com.unity.pipeline, pinned in Aspid.FastTools/Packages/manifest.json. The Editor exposes
~460 commands; the CLI just forwards to them, so no CLI update is needed when the package adds one.
Generic CLI surface (editors, licenses, headless build/test, mcp) is covered by the vendor
unity-cli skill. This file covers only what is specific to Aspid.FastTools.
1. Always target a project explicitly
Several Editors run at once here — the main checkout plus .claude/worktrees/shared-*. A bare
unity command … fails with COMMAND_FAILED / Multiple Unity Editor instances found.
P="$PWD/Aspid.FastTools" # from the repo (or worktree) root
unity command <name> --project-path "$P" --format json
2. Health check — status, not pipeline list
unity status --format json # port, project, version, PID, state per Editor
Reads the per-Editor lockfile instead of probing over HTTP: faster, and stale instances are
reported as unreachable. unity pipeline list is the wrong tool for this — a closed Editor
can still show Running=true there from a leftover lock. Use pipeline list only for package
install/version questions.
unity list --project-path "$P" prints every command the Editor exposes with its parameter
schema — use it instead of guessing argument names.
3. Edit → verify loop
unity command set_autotick --enable true --project-path "$P" # do this first
unity command recompile --project-path "$P"
unity command recompile_status --project-path "$P" # poll: idle|triggered|compiling|completed|up_to_date
unity command run_tests --mode editor --filter <Fixture> --project-path "$P"
set_autotickfirst. Unfocused Unity throttles its update loop, so a recompile or test run started from the shell can hang indefinitely without it.- The server goes silent during domain reload — commands return empty. Poll with retries; the connection restores itself afterwards (no reinstall needed).
run_testsright after another command can returnresult=null(runner still busy) — retry.- Long runs:
--async_tests true, then polltest_status; abort withcancel_tests.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 6d ago First seen · 142 lines · 93 tokens per session scan A 3035799dea8d
unity-pipeline is a skill published in the GitHub repository VPDPersonal/Aspid.FastTools (24 stars, last pushed yesterday), licensed MIT. It adds 93 tokens to every session and 1,634 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
reflection-method-find
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
script-delete
Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.
script-read
Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.